mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Fix] (MG_Impl/GLImpl, MG_State): fallback UBO backing for optimizer-eliminated uniforms (null-MapUBO SIGSEGV in KHR-GL33 do_while loops) + per-element locations/offsets for array uniforms incl. nested struct arrays (size assert in KHR-GL33 struct.uniform); demote uniform write assert to log-and-clamp
This commit is contained in:
@@ -735,6 +735,12 @@ namespace MobileGL::MG_Impl::GLImpl {
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auto size = programObject->GetUniformSizesInBytes(location);
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char* pUBO = (char*)programObject->MapUBO();
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auto* ttype = programObject->GetUniformTType(location);
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if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
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offset + size > programObject->GetUBOSize()) {
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MGLOG_E("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__,
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program, location);
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return;
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}
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if (!ttype->isMatrix() || ttype->getMatrixCols() != 3)
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Memcpy(params, pUBO + offset, size);
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@@ -784,6 +790,12 @@ namespace MobileGL::MG_Impl::GLImpl {
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auto size = programObject->GetUniformSizesInBytes(location);
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char* pUBO = static_cast<char*>(programObject->MapUBO());
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auto* ttype = programObject->GetUniformTType(location);
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if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
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offset + size > programObject->GetUBOSize()) {
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MGLOG_E("%s: uniform at program %u location %d has no backing storage; returning nothing", __func__,
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program, location);
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return;
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}
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if constexpr (std::is_same_v<T, GLfloat>) {
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if (ttype->isMatrix() && ttype->getMatrixCols() == 3) {
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@@ -900,14 +912,31 @@ namespace MobileGL::MG_Impl::GLImpl {
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if (!programObject.IsUniformOpaqueAtLocation(location)) {
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MGLOG_D("%s: program = %d, location = %d, maxLocation = %d", __func__, programObject.GetExternalIndex(),
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location, programObject.GetMaxUniformLocation());
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auto size = programObject.GetUniformSizesInBytes(location);
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auto offset = programObject.GetUniformOffset(location);
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MOBILEGL_ASSERT(size >= ItemCount * sizeof(T),
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"Uniform size mismatch, expected at least %zu bytes, got %zu bytes.", ItemCount * sizeof(T),
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size);
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const SizeT size = programObject.GetUniformSizesInBytes(location);
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const Uint offset = programObject.GetUniformOffset(location);
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char* pUBO = static_cast<char*>(programObject.MapUBO());
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const SizeT uboSize = programObject.GetUBOSize();
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SizeT writeSize = ItemCount * sizeof(T);
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if (size < writeSize) {
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// Metadata bug: degrade to a clamped copy instead of killing the process.
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MGLOG_E("%s: uniform size mismatch at program %u location %u: expected at least %zu bytes, got %zu "
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"bytes; clamping",
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__func__, programObject.GetExternalIndex(), location, ItemCount * sizeof(T), size);
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writeSize = size;
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}
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if (pUBO == nullptr || offset == MG_State::GLState::ProgramObject::kInvalidUniformOffset ||
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offset + byteOffsetInsideUniform + writeSize > uboSize) {
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// Should not happen: linking gives every settable uniform backing
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// storage. Log and drop the write instead of faulting.
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MGLOG_E("%s: uniform at program %u location %u has no backing storage (ubo=%p offset=%u size=%zu "
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"uboSize=%zu); dropping write",
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__func__, programObject.GetExternalIndex(), location, static_cast<void*>(pUBO), offset,
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writeSize, uboSize);
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return;
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}
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MGLOG_D("%s: program = %d, location = %d, byteOffset = %d", __func__, programObject.GetExternalIndex(),
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location, offset + byteOffsetInsideUniform);
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Memcpy((char*)programObject.MapUBO() + offset + byteOffsetInsideUniform, value, ItemCount * sizeof(T));
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Memcpy(pUBO + offset + byteOffsetInsideUniform, value, writeSize);
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programObject.MarkUBOContentDirty();
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} else {
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auto* ttype = programObject.GetUniformTType(location);
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@@ -940,6 +969,11 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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for (GLint offset = 0; offset < count; offset++) {
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if (offset > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + offset)) {
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// GL 3.3 §2.11.4: values for elements beyond the end of the uniform
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// array are ignored. Never step onto a neighboring uniform's location.
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break;
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}
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if (!programObject->IsValidUniformLocation(location + offset)) {
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RecordInvalidUniformLocationError(__func__, location + offset, "the current program object");
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return;
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@@ -964,6 +998,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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for (GLint offset = 0; offset < count; offset++) {
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if (offset > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + offset)) {
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// Values for elements beyond the end of the uniform array are ignored.
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break;
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}
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if (!programObject->IsValidUniformLocation(location + offset)) {
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RecordInvalidUniformLocationError(__func__, location + offset,
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"program " + std::to_string(program));
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@@ -1092,6 +1130,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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// For matrix uniforms, we handle each matrix individually
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for (GLint i = 0; i < count; i++) {
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if (i > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + i)) {
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// Values for elements beyond the end of the uniform array are ignored.
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break;
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}
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if (!programObject->IsValidUniformLocation(location + i)) {
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RecordInvalidUniformLocationError(__func__, location + i, "the current program object");
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return;
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@@ -1124,6 +1166,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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// For matrix uniforms, we handle each matrix individually
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// Handle padding in mat3 correctly!!
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for (GLint i = 0; i < count; i++) {
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if (i > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + i)) {
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// Values for elements beyond the end of the uniform array are ignored.
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break;
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}
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if (!programObject->IsValidUniformLocation(location + i)) {
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RecordInvalidUniformLocationError(__func__, location + i, "the current program object");
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return;
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@@ -1159,6 +1205,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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// For matrix uniforms, we handle each matrix individually
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for (GLint i = 0; i < count; i++) {
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if (i > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + i)) {
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// Values for elements beyond the end of the uniform array are ignored.
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break;
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}
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if (!programObject->IsValidUniformLocation(location + i)) {
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RecordInvalidUniformLocationError(__func__, location + i, "the current program object");
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return;
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@@ -1219,6 +1269,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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for (GLint i = 0; i < count; i++) {
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if (i > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + i)) {
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// Values for elements beyond the end of the uniform array are ignored.
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break;
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}
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if (!programObject->IsValidUniformLocation(location + i)) {
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RecordInvalidUniformLocationError(__func__, location + i, "program " + std::to_string(program));
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return;
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@@ -1249,6 +1303,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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for (GLint i = 0; i < count; i++) {
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if (i > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + i)) {
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// Values for elements beyond the end of the uniform array are ignored.
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break;
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}
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if (!programObject->IsValidUniformLocation(location + i)) {
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RecordInvalidUniformLocationError(__func__, location + i, "program " + std::to_string(program));
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return;
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@@ -1283,6 +1341,10 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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for (GLint i = 0; i < count; i++) {
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if (i > 0 && !programObject->UniformLocationsAliasSameUniform(location, location + i)) {
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// Values for elements beyond the end of the uniform array are ignored.
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break;
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}
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if (!programObject->IsValidUniformLocation(location + i)) {
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RecordInvalidUniformLocationError(__func__, location + i, "program " + std::to_string(program));
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return;
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@@ -8,6 +8,7 @@
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#include "ProgramObject.h"
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#include <atomic>
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#include <cstring>
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#include <MG_Backend/BackendObjects.h>
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#include <MG_State/GLState/VertexArrayState/VertexArrayObject.h>
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#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
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@@ -87,6 +88,19 @@ namespace {
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}
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}
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// How many consecutive uniform locations a uniform occupies. Array uniforms (opaque
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// or not) span one location per element so glUniform*v(count > 1) and
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// glGetUniformLocation("arr[k]") can address elements individually; everything else
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// spans a single location. TObjectReflection.size only carries the element count for
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// non-block arrays, so prefer the TType, which is authoritative for both.
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static MobileGL::Int GetUniformLocationSpan(const glslang::TObjectReflection& uniform) {
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const glslang::TType* type = uniform.getType();
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if (type != nullptr && type->isSizedArray()) {
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return std::max(1, type->getOuterArraySize());
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}
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return std::max(1, uniform.size);
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}
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static bool ComputeShaderDeclaresLocalSize(const MobileGL::String& source) {
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bool inLineComment = false;
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bool inBlockComment = false;
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@@ -361,8 +375,7 @@ namespace MobileGL::MG_State::GLState {
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for (int i = 0; i < m_activeUniformCount; i++) {
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auto& uniform = m_program->getUniform(i);
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auto location = uniform.layoutLocation();
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const Int locationSpan =
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(uniform.getType() && uniform.getType()->isOpaque()) ? std::max(1, uniform.size) : 1;
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const Int locationSpan = GetUniformLocationSpan(uniform);
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requiredUniformLocations += locationSpan;
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if (location != glslang::TQualifier::layoutLocationEnd) {
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m_maxUniformLocation = std::max(m_maxUniformLocation, location + locationSpan - 1);
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@@ -401,8 +414,7 @@ namespace MobileGL::MG_State::GLState {
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m_externalIndex, uniform.name.c_str());
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continue; // will allocate unallocated uniforms later
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}
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const Int locationSpan =
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(uniform.getType() && uniform.getType()->isOpaque()) ? std::max(1, uniform.size) : 1;
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const Int locationSpan = GetUniformLocationSpan(uniform);
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for (Int element = 0; element < locationSpan; ++element) {
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m_uniformIndexInTProgram[location + element] = i;
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}
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@@ -419,8 +431,8 @@ namespace MobileGL::MG_State::GLState {
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});
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for (auto index : unallocatedUniformIndex) {
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auto& uniform = m_program->getUniform(index);
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const Int locationSpan =
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(uniform.getType() && uniform.getType()->isOpaque()) ? std::max(1, uniform.size) : 1;
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const Int locationSpan = GetUniformLocationSpan(uniform);
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Bool placed = false;
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for (; locNeedle <= m_maxUniformLocation; locNeedle++) {
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bool hasRoom = locNeedle + locationSpan - 1 <= m_maxUniformLocation;
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for (Int element = 0; hasRoom && element < locationSpan; ++element) {
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@@ -437,8 +449,25 @@ namespace MobileGL::MG_State::GLState {
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"(index %d)",
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m_externalIndex, uniform.name.c_str(), locNeedle, locNeedle + locationSpan - 1, index);
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locNeedle += locationSpan;
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placed = true;
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break;
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}
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if (!placed) {
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// Explicit-location uniforms can fragment the space so no contiguous
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// span is left; grow the table instead of leaving the uniform without
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// a location (which would make it unsettable via glUniform*).
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const SizeT base = m_uniformIndexInTProgram.size();
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m_uniformIndexInTProgram.resize(base + locationSpan, glslang::TQualifier::layoutLocationEnd);
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m_uniformSamplerOrImageUnitIndex.resize(base + locationSpan, -1);
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m_maxUniformLocation = static_cast<Uint>(base + locationSpan - 1);
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for (Int element = 0; element < locationSpan; ++element) {
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m_uniformIndexInTProgram[base + element] = index;
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}
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m_uniformLocations[uniform.name] = static_cast<Uint>(base);
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MGLOG_D("ProgramObject %u: Reflection - grew location table to place uniform '%s' at %zu..%zu",
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m_externalIndex, uniform.name.c_str(), base, base + locationSpan - 1);
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locNeedle = base + locationSpan;
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}
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}
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for (int i = 0; i < m_activeUniformCount; i++) {
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@@ -457,7 +486,7 @@ namespace MobileGL::MG_State::GLState {
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const auto explicitBinding = m_explicitOpaqueUniformBindings.find(uniform.name);
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const int initialUnit =
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explicitBinding != m_explicitOpaqueUniformBindings.end() ? static_cast<int>(explicitBinding->second) : 0;
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const Int locationSpan = std::max(1, uniform.size);
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const Int locationSpan = GetUniformLocationSpan(uniform);
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for (Int element = 0; element < locationSpan &&
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location + element < m_uniformSamplerOrImageUnitIndex.size(); ++element) {
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m_uniformSamplerOrImageUnitIndex[location + element] =
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@@ -622,8 +651,11 @@ namespace MobileGL::MG_State::GLState {
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m_uniformSizesInBytes.clear();
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m_uniformOffsets.clear();
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m_globalUboScratch.clear();
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m_uniformOffsets.resize(m_maxUniformLocation + 1);
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m_uniformSizesInBytes.resize(m_maxUniformLocation + 1);
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// kInvalidUniformOffset marks locations that end up without global-UBO backing
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// (e.g. the optimizer eliminated every use of the uniform); the fallback pass
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// below gives those locations tail storage so glUniform* always has a target.
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m_uniformOffsets.resize(m_maxUniformLocation + 1, kInvalidUniformOffset);
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m_uniformSizesInBytes.resize(m_maxUniformLocation + 1, 0);
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for (SizeT i = 0; i < m_generatedSpirv.size(); i++) {
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auto& spv = m_generatedSpirv[i];
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@@ -653,31 +685,89 @@ namespace MobileGL::MG_State::GLState {
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m_globalUboScratch.resize(size);
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}
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for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
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if (m_uniformLocations.find(name) != m_uniformLocations.end()) {
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m_uniformOffsets[m_uniformLocations[name]] = offset;
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MGLOG_D("ProgramObject %u: GenerateBinary - uniform '%s' offset=%u assigned to location %u",
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m_externalIndex, name.c_str(), offset, m_uniformLocations[name]);
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} else {
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MGLOG_D("ProgramObject %u: GenerateBinary - uniform '%s' offset=%u but not found in "
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"m_uniformLocations",
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m_externalIndex, name.c_str(), offset);
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}
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}
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for (const auto& [name, size] : meta.plainUniformMemberSizesInBytes) {
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if (m_uniformLocations.find(name) != m_uniformLocations.end()) {
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m_uniformSizesInBytes[m_uniformLocations[name]] = size;
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MGLOG_D("ProgramObject %u: GenerateBinary - uniform '%s' size=%u assigned to location %u",
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m_externalIndex, name.c_str(), size, m_uniformLocations[name]);
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} else {
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MGLOG_D("ProgramObject %u: GenerateBinary - uniform '%s' size=%u but not found in "
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"m_uniformLocations",
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m_externalIndex, name.c_str(), size);
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}
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const auto locationIt = m_uniformLocations.find(name);
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if (locationIt == m_uniformLocations.end()) {
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MGLOG_D("ProgramObject %u: GenerateBinary - uniform '%s' offset=%u but not found in "
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"m_uniformLocations",
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m_externalIndex, name.c_str(), offset);
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continue;
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}
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const Uint baseLocation = locationIt->second;
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if (!IsValidUniformLocation(static_cast<Int>(baseLocation))) {
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continue;
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}
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const Int uniformIndex = m_uniformIndexInTProgram[baseLocation];
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const GLint arraySize = GetActiveUniformArraySize(uniformIndex);
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SizeT memberSize = 0;
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const auto sizeIt = meta.plainUniformMemberSizesInBytes.find(name);
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if (sizeIt != meta.plainUniformMemberSizesInBytes.end()) {
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memberSize = sizeIt->second;
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}
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Uint arrayStride = 0;
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const auto strideIt = meta.plainUniformArrayStridesInUBO.find(name);
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if (strideIt != meta.plainUniformArrayStridesInUBO.end()) {
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arrayStride = strideIt->second;
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}
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// Array uniforms span one location per element (see DoReflection);
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// give each element its real byte offset inside the UBO.
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const GLint elementCount = (arraySize > 1 && arrayStride == 0) ? 1 : std::max(arraySize, 1);
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for (GLint element = 0; element < elementCount; ++element) {
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const Uint location = baseLocation + static_cast<Uint>(element);
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if (location > m_maxUniformLocation || m_uniformIndexInTProgram[location] != uniformIndex) {
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break;
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}
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m_uniformOffsets[location] = offset + static_cast<Uint>(element) * arrayStride;
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const SizeT consumed = static_cast<SizeT>(element) * arrayStride;
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m_uniformSizesInBytes[location] = memberSize > consumed ? memberSize - consumed : 0;
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}
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MGLOG_D("ProgramObject %u: GenerateBinary - uniform '%s' offset=%u stride=%u size=%zu assigned "
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"to locations %u..%u",
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m_externalIndex, name.c_str(), offset, arrayStride, memberSize, baseLocation,
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baseLocation + static_cast<Uint>(elementCount) - 1);
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}
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MGLOG_D("ProgramObject %u: GenerateBinary - finished parsing module %zu metadata",
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m_externalIndex, i);
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}
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}
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// Fallback pass: a linked program's active non-opaque uniforms must accept
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// glUniform*/glGetUniform* even when the optimized SPIR-V no longer contains
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// them (AggressiveDCE can remove a dead loop together with the only loads of a
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// uniform -- or the entire global UBO, leaving the scratch unallocated). Hand
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// such locations CPU-side storage at the (16-byte aligned) tail of the shadow
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// buffer; backends bind at least the SPIR-V-declared UBO range, and the GPU
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// never reads these bytes, so this only keeps the GL-visible state coherent.
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for (Uint location = 0; location <= m_maxUniformLocation; ++location) {
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if (m_uniformOffsets[location] != kInvalidUniformOffset) continue;
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if (!IsValidUniformLocation(static_cast<Int>(location))) continue;
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const auto& uniform = m_program->getUniform(m_uniformIndexInTProgram[location]);
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const glslang::TType* type = uniform.getType();
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if (type != nullptr && type->isOpaque()) continue;
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if (uniform.index >= 0 && uniform.index < m_program->getNumUniformBlocks() &&
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std::strstr(m_program->getUniformBlock(uniform.index).name.c_str(),
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MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME) == nullptr) {
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// Member of a named uniform block: not settable through glUniform*, so it
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// needs no global-UBO shadow storage.
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continue;
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}
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// std140-style slot: the matrix upload paths write column vectors at
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// 16-byte strides, so a matrix slot must cover cols * 16 bytes.
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SizeT slotSize = MG_Util::GetGLTypeSize(uniform.glDefineType);
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if (type != nullptr && type->isMatrix()) {
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slotSize = static_cast<SizeT>(type->getMatrixCols()) * 16u;
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}
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slotSize = (slotSize + 15u) & ~static_cast<SizeT>(15u);
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const SizeT slotOffset = (m_globalUboScratch.size() + 15u) & ~static_cast<SizeT>(15u);
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m_globalUboScratch.resize(slotOffset + slotSize, 0);
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m_uniformOffsets[location] = static_cast<Uint>(slotOffset);
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m_uniformSizesInBytes[location] = slotSize;
|
||||
MGLOG_D("ProgramObject %u: GenerateBinary - uniform '%s' location %u has no UBO backing in the "
|
||||
"generated SPIR-V (optimized out?); allocated %zu fallback bytes at scratch offset %zu",
|
||||
m_externalIndex, uniform.name.c_str(), location, slotSize, slotOffset);
|
||||
}
|
||||
}
|
||||
|
||||
void ProgramObject::WaitUntilGenerationCompleted() const {
|
||||
|
||||
@@ -43,8 +43,40 @@ namespace MobileGL::MG_State::GLState {
|
||||
Uint GetMaxUniformLocation() const { return m_maxUniformLocation; }
|
||||
Int GetUniformLocation(const String& name) const {
|
||||
const auto it = m_uniformLocations.find(name);
|
||||
if (it == m_uniformLocations.end()) return -1;
|
||||
return (Int)it->second;
|
||||
if (it != m_uniformLocations.end()) return (Int)it->second;
|
||||
|
||||
// "arr[k]" resolves to the location of element k: glslang reflection stores
|
||||
// arrays under their base name (no "[0]" suffix), and DoReflection reserves
|
||||
// one location per array element, so element k lives at base + k.
|
||||
if (name.length() < 4 || name.back() != ']') return -1;
|
||||
const SizeT bracket = name.rfind('[');
|
||||
// Require at least one digit between the brackets.
|
||||
if (bracket == String::npos || bracket + 1 >= name.length() - 1) return -1;
|
||||
Uint element = 0;
|
||||
for (SizeT i = bracket + 1; i < name.length() - 1; ++i) {
|
||||
if (name[i] < '0' || name[i] > '9') return -1;
|
||||
element = element * 10 + static_cast<Uint>(name[i] - '0');
|
||||
if (element > 0x0FFFFFFFu) return -1;
|
||||
}
|
||||
const auto baseIt = m_uniformLocations.find(name.substr(0, bracket));
|
||||
if (baseIt == m_uniformLocations.end()) return -1;
|
||||
const Int base = (Int)baseIt->second;
|
||||
if (!IsValidUniformLocation(base)) return -1;
|
||||
const Int index = m_uniformIndexInTProgram[base];
|
||||
// "[k]" only addresses arrays ("scalar[0]" is not a uniform name), and only
|
||||
// in-range elements.
|
||||
const glslang::TType* type = m_program->getUniform(index).getType();
|
||||
if (type == nullptr || !type->isArray()) return -1;
|
||||
if (static_cast<GLint>(element) >= GetActiveUniformArraySize(index)) return -1;
|
||||
const Int location = base + (Int)element;
|
||||
if (!UniformLocationsAliasSameUniform(base, location)) return -1;
|
||||
return location;
|
||||
}
|
||||
|
||||
// True when both locations are element slots of the same uniform variable.
|
||||
Bool UniformLocationsAliasSameUniform(Int a, Int b) const {
|
||||
if (!IsValidUniformLocation(a) || !IsValidUniformLocation(b)) return false;
|
||||
return m_uniformIndexInTProgram[a] == m_uniformIndexInTProgram[b];
|
||||
}
|
||||
|
||||
Int GetActiveUniformIndex(const String& name) const {
|
||||
@@ -170,6 +202,9 @@ namespace MobileGL::MG_State::GLState {
|
||||
auto& uniform = m_program->getUniform(static_cast<Int>(index));
|
||||
return uniform.name;
|
||||
}
|
||||
// Sentinel for a uniform location without global-UBO backing storage (should not
|
||||
// survive linking: GenerateBinary falls back to tail-allocated scratch storage).
|
||||
static constexpr Uint kInvalidUniformOffset = ~0u;
|
||||
Uint GetUniformOffset(Uint location) const { return m_uniformOffsets[location]; }
|
||||
Uint GetUniformSizesInBytes(Uint location) const { return MG_Util::GetGLTypeSize(GetUniformType(location)); }
|
||||
|
||||
|
||||
@@ -1845,3 +1845,211 @@ TEST_F(ProgramTest, GetActiveUniformsivErrors) {
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
EXPECT_EQ(params[0], -999);
|
||||
}
|
||||
|
||||
namespace {
|
||||
GLuint LinkVsFsProgram(const char* vsSource, const char* fsSource) {
|
||||
char infoLog[4096] = "";
|
||||
GLuint vs = CreateShader(GL_VERTEX_SHADER);
|
||||
ShaderSource(vs, 1, &vsSource, nullptr);
|
||||
CompileShader(vs);
|
||||
GLint vsStatus = GL_FALSE;
|
||||
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
|
||||
GetShaderInfoLog(vs, sizeof(infoLog), nullptr, infoLog);
|
||||
EXPECT_EQ(vsStatus, GL_TRUE) << infoLog;
|
||||
|
||||
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &fsSource, nullptr);
|
||||
CompileShader(fs);
|
||||
GLint fsStatus = GL_FALSE;
|
||||
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
|
||||
GetShaderInfoLog(fs, sizeof(infoLog), nullptr, infoLog);
|
||||
EXPECT_EQ(fsStatus, GL_TRUE) << infoLog;
|
||||
|
||||
GLuint program = CreateProgram();
|
||||
AttachShader(program, vs);
|
||||
AttachShader(program, fs);
|
||||
LinkProgram(program);
|
||||
GLint linkStatus = GL_FALSE;
|
||||
GetProgramiv(program, GL_LINK_STATUS, &linkStatus);
|
||||
GetProgramInfoLog(program, sizeof(infoLog), nullptr, infoLog);
|
||||
EXPECT_EQ(linkStatus, GL_TRUE) << infoLog;
|
||||
return program;
|
||||
}
|
||||
|
||||
const char* kPassthroughCoordsVs = R"(#version 330
|
||||
in vec4 a_position;
|
||||
in vec4 a_coords;
|
||||
out vec4 coords_in;
|
||||
void main() {
|
||||
gl_Position = a_position;
|
||||
coords_in = a_coords;
|
||||
})";
|
||||
} // namespace
|
||||
|
||||
// Repro for KHR-GL33.shaders.loops.do_while_dynamic_iterations.empty_body_* (and the
|
||||
// only_continue / unconditional_break variants): the loop is dead code, so the SPIR-V
|
||||
// optimizer eliminates it together with the only loads of `one` / `ui_one` -- and with
|
||||
// them the entire global UBO. The uniforms stay active in link reflection, so
|
||||
// glUniform1i on them must still have backing storage instead of memcpy-ing to null.
|
||||
TEST_F(ProgramTest, DoWhileDeadLoopUniformsKeepBackingStorage) {
|
||||
const char* loopBodies[] = {"", "continue;", "break;"};
|
||||
for (const char* body : loopBodies) {
|
||||
const String fsSource = String(R"(#version 330
|
||||
uniform int ui_one;
|
||||
uniform mediump int one;
|
||||
in vec4 coords_in;
|
||||
out vec4 o_color;
|
||||
void main() {
|
||||
vec4 res = coords_in;
|
||||
mediump int i = 0;
|
||||
do {)") + body + R"(} while (i++ < one*ui_one);
|
||||
o_color = res;
|
||||
})";
|
||||
GLuint program = LinkVsFsProgram(kPassthroughCoordsVs, fsSource.c_str());
|
||||
|
||||
const GLint locOne = GetUniformLocation(program, "one");
|
||||
const GLint locUiOne = GetUniformLocation(program, "ui_one");
|
||||
ASSERT_GE(locOne, 0) << "body: '" << body << "'";
|
||||
ASSERT_GE(locUiOne, 0) << "body: '" << body << "'";
|
||||
|
||||
UseProgram(program);
|
||||
Uniform1i(locOne, 1); // crashed with a null MapUBO() before the fallback storage
|
||||
Uniform1i(locUiOne, 2);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR) << "body: '" << body << "'";
|
||||
|
||||
GLint readback = -1;
|
||||
GetUniformiv(program, locOne, &readback);
|
||||
EXPECT_EQ(readback, 1) << "body: '" << body << "'";
|
||||
readback = -1;
|
||||
GetUniformiv(program, locUiOne, &readback);
|
||||
EXPECT_EQ(readback, 2) << "body: '" << body << "'";
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR) << "body: '" << body << "'";
|
||||
}
|
||||
}
|
||||
|
||||
// Repro for KHR-GL33.shaders.struct.uniform.*nested_struct_array_*: leaf uniforms of
|
||||
// nested struct arrays need (a) one location per array element and (b) real byte
|
||||
// offsets inside the global UBO. Before the fix every leaf had a single location and
|
||||
// offset 0, so glUniform2fv(loc, 2, ...) tripped the size assert on the neighboring
|
||||
// float uniform (and corrupted it in release builds).
|
||||
TEST_F(ProgramTest, NestedStructArrayUniformElementWrites) {
|
||||
// Struct shape from CTS glcShaderStructTests nested_struct_array (uniform case).
|
||||
const char* fsSource = R"(#version 330
|
||||
struct T {
|
||||
mediump float a;
|
||||
mediump vec2 b[2];
|
||||
};
|
||||
struct S {
|
||||
mediump float a;
|
||||
T b[3];
|
||||
int c;
|
||||
};
|
||||
uniform S s[2];
|
||||
in vec4 coords_in;
|
||||
out vec4 o_color;
|
||||
void main() {
|
||||
mediump float r = (s[0].b[1].b[0].x + s[1].b[2].b[1].y) * s[0].b[0].a;
|
||||
mediump float g = s[1].b[0].b[0].y * s[0].b[2].a * s[1].b[2].a;
|
||||
mediump float b = (s[0].b[2].b[1].y + s[0].b[1].b[0].y + s[1].a) * s[0].b[1].a;
|
||||
mediump float a = float(s[0].c) + s[1].b[2].a - s[1].b[1].a;
|
||||
o_color = vec4(r, g, b, a);
|
||||
})";
|
||||
GLuint program = LinkVsFsProgram(kPassthroughCoordsVs, fsSource);
|
||||
UseProgram(program);
|
||||
|
||||
const GLint locVecArray = GetUniformLocation(program, "s[0].b[1].b");
|
||||
ASSERT_GE(locVecArray, 0);
|
||||
// Element locations are consecutive and reachable via the "[k]" suffix.
|
||||
EXPECT_EQ(GetUniformLocation(program, "s[0].b[1].b[0]"), locVecArray);
|
||||
EXPECT_EQ(GetUniformLocation(program, "s[0].b[1].b[1]"), locVecArray + 1);
|
||||
EXPECT_EQ(GetUniformLocation(program, "s[0].b[1].b[2]"), -1);
|
||||
|
||||
// Distinct scalar leaves must land at distinct UBO offsets (they all aliased
|
||||
// offset 0 before the fix).
|
||||
const char* scalarLeaves[] = {"s[0].b[0].a", "s[0].b[1].a", "s[0].b[2].a", "s[1].a", "s[1].b[1].a",
|
||||
"s[1].b[2].a"};
|
||||
const GLfloat scalarValues[] = {0.5f, 0.25f, 0.125f, 7.0f, 3.0f, 4.0f};
|
||||
for (SizeT i = 0; i < std::size(scalarLeaves); ++i) {
|
||||
const GLint loc = GetUniformLocation(program, scalarLeaves[i]);
|
||||
ASSERT_GE(loc, 0) << scalarLeaves[i];
|
||||
Uniform1f(loc, scalarValues[i]);
|
||||
}
|
||||
|
||||
// CTS-style whole-array write: glUniform2fv with count = 2 on a vec2[2] leaf.
|
||||
// Before the fix this asserted/corrupted the next uniform ("s[0].b[2].a").
|
||||
const GLfloat vecData[4] = {1.0f, 2.0f, 3.0f, 4.0f};
|
||||
Uniform2fv(locVecArray, 2, vecData);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
|
||||
GLfloat vecReadback[2] = {};
|
||||
GetUniformfv(program, locVecArray, vecReadback);
|
||||
EXPECT_EQ(vecReadback[0], 1.0f);
|
||||
EXPECT_EQ(vecReadback[1], 2.0f);
|
||||
GetUniformfv(program, locVecArray + 1, vecReadback);
|
||||
EXPECT_EQ(vecReadback[0], 3.0f);
|
||||
EXPECT_EQ(vecReadback[1], 4.0f);
|
||||
|
||||
// All scalar leaves survived the array write intact.
|
||||
for (SizeT i = 0; i < std::size(scalarLeaves); ++i) {
|
||||
GLfloat readback = -1.0f;
|
||||
GetUniformfv(program, GetUniformLocation(program, scalarLeaves[i]), &readback);
|
||||
EXPECT_EQ(readback, scalarValues[i]) << scalarLeaves[i];
|
||||
}
|
||||
|
||||
// std140: vec2 array elements inside the struct are 16 bytes apart, and the
|
||||
// per-element offsets differ.
|
||||
auto programObject = MG_State::pGLContext->GetProgramObject(program);
|
||||
ASSERT_NE(programObject, nullptr);
|
||||
const Uint offsetElement0 = programObject->GetUniformOffset(static_cast<Uint>(locVecArray));
|
||||
const Uint offsetElement1 = programObject->GetUniformOffset(static_cast<Uint>(locVecArray + 1));
|
||||
EXPECT_EQ(offsetElement1, offsetElement0 + 16u);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
// Plain top-level uniform arrays share the same per-element location machinery.
|
||||
TEST_F(ProgramTest, PlainArrayUniformElementLocationsAndWrites) {
|
||||
const char* fsSource = R"(#version 330
|
||||
uniform float arr[4];
|
||||
uniform float guard;
|
||||
in vec4 coords_in;
|
||||
out vec4 o_color;
|
||||
void main() {
|
||||
o_color = vec4(arr[0] + arr[1], arr[2] + arr[3], guard, 1.0);
|
||||
})";
|
||||
GLuint program = LinkVsFsProgram(kPassthroughCoordsVs, fsSource);
|
||||
UseProgram(program);
|
||||
|
||||
const GLint locArr = GetUniformLocation(program, "arr");
|
||||
ASSERT_GE(locArr, 0);
|
||||
EXPECT_EQ(GetUniformLocation(program, "arr[0]"), locArr);
|
||||
EXPECT_EQ(GetUniformLocation(program, "arr[2]"), locArr + 2);
|
||||
EXPECT_EQ(GetUniformLocation(program, "arr[4]"), -1);
|
||||
|
||||
const GLint locGuard = GetUniformLocation(program, "guard");
|
||||
ASSERT_GE(locGuard, 0);
|
||||
EXPECT_EQ(GetUniformLocation(program, "guard[0]"), -1); // not an array
|
||||
|
||||
Uniform1f(locGuard, 9.0f);
|
||||
|
||||
const GLfloat values[4] = {1.0f, 2.0f, 3.0f, 4.0f};
|
||||
Uniform1fv(locArr, 4, values);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
GLfloat readback = -1.0f;
|
||||
GetUniformfv(program, locArr + i, &readback);
|
||||
EXPECT_EQ(readback, values[i]) << "arr[" << i << "]";
|
||||
}
|
||||
|
||||
// Overlong writes stop at the end of the array (GL 3.3 §2.11.4) instead of
|
||||
// spilling into the next uniform.
|
||||
const GLfloat tail[3] = {30.0f, 40.0f, 50.0f};
|
||||
Uniform1fv(GetUniformLocation(program, "arr[2]"), 3, tail);
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
GLfloat readback = -1.0f;
|
||||
GetUniformfv(program, locArr + 2, &readback);
|
||||
EXPECT_EQ(readback, 30.0f);
|
||||
GetUniformfv(program, locArr + 3, &readback);
|
||||
EXPECT_EQ(readback, 40.0f);
|
||||
GetUniformfv(program, locGuard, &readback);
|
||||
EXPECT_EQ(readback, 9.0f); // untouched by the overlong write
|
||||
EXPECT_EQ(GetError(), GL_NO_ERROR);
|
||||
}
|
||||
|
||||
@@ -48,6 +48,69 @@ namespace MobileGL {
|
||||
return SPVC_BASETYPE_UNKNOWN;
|
||||
}
|
||||
|
||||
// Record one flattened leaf uniform of the global UBO into the metadata maps.
|
||||
static void RecordGlobalUboLeaf(const SpvReflectBlockVariable& member, const String& name,
|
||||
Uint32 offsetInUBO, SpvcMetadata& metadata) {
|
||||
metadata.plainUniformOffsetsInUBO[name] = offsetInUBO;
|
||||
metadata.plainUniformMemberSizesInBytes[name] = member.size;
|
||||
metadata.plainUniformArrayStridesInUBO[name] =
|
||||
member.array.dims_count > 0 ? member.array.stride : 0;
|
||||
|
||||
Uint32 vectorSize = member.numeric.vector.component_count;
|
||||
if (vectorSize == 0) vectorSize = 1;
|
||||
Uint32 matCol = member.numeric.matrix.column_count;
|
||||
if (matCol == 0) matCol = 1;
|
||||
metadata.plainUniformMemberTypes[name] = {
|
||||
.basetype = MapReflectToSpvcBasetype(member),
|
||||
.vectorSize = vectorSize,
|
||||
.matCol = matCol,
|
||||
};
|
||||
}
|
||||
|
||||
// Flatten a (possibly nested struct / struct array) member of the global UBO
|
||||
// into leaf entries named the way glslang reflection names plain uniforms:
|
||||
// "s[0].b[1].b" for `uniform S s[2]` with `struct T { vec2 b[2]; }` members.
|
||||
// glUniform* writes are routed per leaf location, so the state layer needs a
|
||||
// byte offset for every leaf, not just for the top-level block members.
|
||||
// `baseOffset` accumulates parent offsets; member.offset is relative to the
|
||||
// enclosing struct (top-level members: relative to the block start).
|
||||
static void FlattenGlobalUboMember(const SpvReflectBlockVariable& member, const String& prefix,
|
||||
Uint32 baseOffset, SpvcMetadata& metadata) {
|
||||
const String name = prefix + (member.name != nullptr ? member.name : "");
|
||||
const Uint32 selfOffset = baseOffset + member.offset;
|
||||
|
||||
if (member.member_count == 0 || member.members == nullptr) {
|
||||
RecordGlobalUboLeaf(member, name, selfOffset, metadata);
|
||||
return;
|
||||
}
|
||||
|
||||
if (member.array.dims_count == 0) {
|
||||
// Plain nested struct.
|
||||
for (Uint32 j = 0; j < member.member_count; ++j) {
|
||||
FlattenGlobalUboMember(member.members[j], name + ".", selfOffset, metadata);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (member.array.dims_count > 1) {
|
||||
// Arrays of arrays of structs cannot be declared in the GL 3.3-era GLSL
|
||||
// MobileGL ingests; record the base so at least element 0 resolves.
|
||||
MGLOG_W("FlattenGlobalUboMember: multi-dimensional struct array '%s' is not supported, "
|
||||
"flattening element 0 only",
|
||||
name.c_str());
|
||||
}
|
||||
|
||||
const Uint32 elementCount = member.array.dims[0] > 0 ? member.array.dims[0] : 1;
|
||||
const Uint32 elementStride = member.array.stride;
|
||||
for (Uint32 element = 0; element < elementCount; ++element) {
|
||||
const String elementPrefix = name + "[" + std::to_string(element) + "].";
|
||||
const Uint32 elementOffset = selfOffset + element * elementStride;
|
||||
for (Uint32 j = 0; j < member.member_count; ++j) {
|
||||
FlattenGlobalUboMember(member.members[j], elementPrefix, elementOffset, metadata);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SpvcSession::SpvcSession(const Vector<unsigned int>& spirv, Flags<SessionUsageBit> usage)
|
||||
: usage(usage) {
|
||||
if (usage & SessionUsageBit::Transpile) {
|
||||
@@ -299,20 +362,10 @@ namespace MobileGL {
|
||||
metadata.globalUboSize = block.size;
|
||||
|
||||
for (uint32_t j = 0; j < block.member_count; ++j) {
|
||||
auto& member = block.members[j];
|
||||
metadata.plainUniformOffsetsInUBO[member.name] = member.offset;
|
||||
metadata.plainUniformMemberSizesInBytes[member.name] = member.size;
|
||||
|
||||
Uint32 vectorSize = member.numeric.vector.component_count;
|
||||
if (vectorSize == 0) vectorSize = 1;
|
||||
Uint32 matCol = member.numeric.matrix.column_count;
|
||||
if (matCol == 0) matCol = 1;
|
||||
|
||||
metadata.plainUniformMemberTypes[member.name] = {
|
||||
.basetype = MapReflectToSpvcBasetype(member),
|
||||
.vectorSize = vectorSize,
|
||||
.matCol = matCol,
|
||||
};
|
||||
// Recurse into nested structs / struct arrays so every leaf
|
||||
// uniform ("s[0].b[1].b") gets its real byte offset; top-level
|
||||
// scalars/vectors/matrices flatten to themselves.
|
||||
FlattenGlobalUboMember(block.members[j], "", 0, metadata);
|
||||
}
|
||||
return SPVC_SUCCESS;
|
||||
}
|
||||
|
||||
@@ -65,6 +65,11 @@ namespace MobileGL {
|
||||
UnorderedMap<String, unsigned> plainUniformOffsetsInUBO;
|
||||
UnorderedMap<String, SizeT> plainUniformMemberSizesInBytes;
|
||||
UnorderedMap<String, SpvcType> plainUniformMemberTypes;
|
||||
// Byte stride between consecutive array elements of an arrayed plain
|
||||
// uniform (0 for non-arrays). Keyed like the offset map: names are the
|
||||
// flattened leaf names glslang reflection uses ("s[0].b[1].b"), without
|
||||
// a trailing "[0]".
|
||||
UnorderedMap<String, Uint32> plainUniformArrayStridesInUBO;
|
||||
SizeT globalUboSize = 0;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user